Creator AMA (RDC 2024) with Nick and Tian [September 19, 2024]

We hear this feedback in the context of leaderboards. We’re working on a GetRank API for memory stores, to help with use cases like finding a player’s rank in a list of competitors or finding a particular server in a list.

We are considering this on data stores, and also considering providing a more deliberate leaderboard offering.

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Hi and thanks for the question! We plan to share more information about this closer to the rollout in early 2025 once we pilot Roblox Commerce with a few creators and brands. Thanks for your patience!

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We don’t have active plans to add one, but thank you for the feedback! We’ll look more closely at this and ensure it’s on our radar for consideration in the future.

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Happy Birthday! Our team will manually curate our first version of the templates. As we grow the number of templates, we will explore different ways to allow people to sort and search for templates. We will be reviewing each template against our Community Standards. As a reminder, please ensure you only submit things that are your original creation.

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We plan to launch detailed analytics for avatar items by the end of this year. It will solve the limitation of only showing the top items, as we will expand to show metrics for all items. This initial launch will not expand the date range past one year, but we are exploring expanding the range in the future.

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One of the priorities for Next Gen Studio is customization. We believe this is the best way for experienced creators to fine-tune Studio for their own personal workflows. We will be releasing a very early version of custom tabs in the Preview Beta within the next few weeks. This will allow for any combination of tools and plugins on a single toolbar.

We are still in the early days with Next Gen Studio UI, and we are actively discussing what levels of customization we can offer and what the interfaces for customizing will look like. We will continue releasing regular updates to the Beta, and we encourage you to keep trying it out and giving us your feedback.

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We love this question. It’s true - pricing game passes and in-game items is one of the most important decisions you make. Pricing is something that’s totally unique to each experience - what works for one creator might not work for another. In the coming weeks, we will be launching price optimization to help creators find the most attractive prices for their items and their unique set of users. Price optimization will allow you to A/B test your product prices on a subset of your users over a two-week period.

At the end of the test, creators will receive a price recommendation per item and can choose to update their prices based on the recommendation or leave them at the current level. We will have more details to share when we launch in the coming weeks.

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Great question - I spend a lot of time on genres as everyone here knows. Regarding making genres more community-driven, we’re evaluating crowdsourcing feedback from verified players to help classify experiences beyond genres.

But to provide more context on what we’re doing for genres, we’re taking a two-pronged approach. First, we’re making a taxonomy that makes sense for Roblox and honors the genres that are popular and unique to our platform. You can expect similar high-level genres as we have today, but we’ll have more nuanced subgenres — and we’ll share more information on the full list with you on the DevForum soon. So for example, we’ll have an Action top-level genre, and we may have a ‘Battlegrounds/Fighting’ subgenre since that is a very Roblox phenomenon. Second, we’ll be revising this constantly as new genres emerge. Themes, gameplay mechanics and aesthetics often transcend genres, and we will want to call attention to what’s trending on Roblox in new and interesting ways.

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We’re excited about revamping the Asset Manager so everyone can work more efficiently with their assets.

Our plan is that Toolbox will be focused on the Creator Store, while Asset Manager will be a separate view that replaces the Inventory tab now in Toolbox. Asset Manager will have more features than the Inventory tab now supports – for instance, better handling of large asset libraries, better search capabilities, and bulk editing support. Please share your feedback once it goes live!

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Great question. When a creator curates an avatar on Marketplace, the original creators of the items will get the same 30% revenue split that currently exists. The curator of the avatar is not considered the affiliate. So, if a creator curates an avatar with all items they themselves published, they would get 30% of the sales of that entire avatar.

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We support a wide range of creators, many of whom face challenges with session locking, retries, and managing player data. Creators shouldn’t need to be distributed storage experts to build great experiences.

Some creators need high-level solutions, while others prefer low-level primitives for greater customization.

For high-level solutions, we’re focusing on player profile storage and improving integration with Roblox systems like economy. For low-level, we’ll continue enhancing data store primitives, including exploring atomic transactions for trading systems.

We’d like to hear more about your batch write use cases!

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Thanks for the question! We know there are still issues with 2D clothing and modesty layers. While we removed the requirement for modesty layers for certain avatars like inanimate objects and animals, we’re still working on an overall long-term plan for 2D clothing and modesty layers, particularly for its impact on bundles. We can’t share an exact timeline at the moment, but we are actively engaged in ensuring the safety of our avatars across the platform and addressing this creator need.

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Thanks for this important question. We view anti-cheat through two lenses: what can we provide automatically to all experiences, and what tools can we give you to make your own anti-cheat decisions.

Over the past year, we’ve continued to improve our Windows anti-tamper system, Hyperion, which helps prevent many cheating exploits from running automatically. While we can’t disclose specifics, we are developing multiple mechanisms on Android and other platforms to prevent, detect, and respond to exploiters, which will also work automatically.

In the long term, our goal is to provide an anti-cheat toolbox for developers that you can customize according to the level of protection needed for your experiences. We want competitive experiences to have all the necessary tools to ensure a safe, fun, and fair gaming environment.

Delivering this goal started with the Ban API, which automatically works with alt-detection, and we are working on systems to provide you with additional tools to detect and take action around cheating. One important part of this is something we mentioned at RDC: better support for server authority. This is in active development, and it will help mitigate things such as physics exploits.

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We don’t currently have any plans to release an offline version of Studio. We have listened when folks have told us about their problems working with patchy connections, and we will continue to make Studio more robust and performant in those scenarios, but to run Studio for extended periods you will need to be connected to the internet.

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Thanks for your question. Please refer to our answer here.

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Thanks for your feedback. The team that owns Talent Hub has been hard at work on top creator pain points like collaborator permissions, group revenue sharing and experience ownership transfer. We don’t have any major Talent Hub updates planned for this year, but stay tuned in 2025 for improvements that will make it easier to find new collaborators.

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Once it’s enabled, it will work in Studio both while editing and play testing, automatically. We’ll announce it on the DevForum when we fully roll it out and hope you like it!

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Yes! While we’re still in the early stages of working on the 3D Foundational Model, our first steps will be to generate individual 3D assets from scratch, and in the longer term, we plan to work on helping create full scenes.

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Our goal is to build great support in Roblox Studio, out of the box, for working on your code as files. This means letting you use your favorite IDE, and its plugins to edit the code in any Roblox project.

Before the end of the year we plan to share the first preview of our new approach, as an opt-in Studio feature. As this is a very early preview this won’t support all of your workflows, but we want to make sure we are developing this transparently and sharing our progress as we go to continuously get feedback. This build will include basic support for right-clicking on a script, and syncing it bidirectionally with a file on your disk when you save.

Like you said - we’re late on this. The real reason for this is - we weren’t happy with our first attempt and went back to the drawing board.

For those of you who are interested in why - I’ve included some more info in the drop down below.

What was wrong with the first version of File Sync 1
  • File watching is hard, bidirectional sync with file watching is even harder when you factor in Team Create. We tried to skip this by making the file sync manual (i.e., click import / export). This led to a pretty janky workflow with a high risk of data loss.
  • We tried to provide one tool to sync scripts in the whole DataModel to files. The challenge is that the DataModel is not a file system. Tools like Rojo have invested a lot of time building practices / conventions for this. Our attempt to do this in a way that would work on any Roblox project was not convincing.
  • File sync was some widget with controls you needed to operate, rather than being something that fit into your workflow more naturally

For those of you who don’t need the details - the short of it was, the feature didn’t feel right. Those in the community that volunteered to test it told us the same.

As we gather feedback from this first preview, and build out our full roadmap, we’ll release our progress regularly.

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